Henri Verbeet pushed to branch master at wine / vkd3d
Commits:
10d87601 by Giovanni Mascellani at 2025-04-02T19:06:43+02:00
vkd3d-shader/ir: Validate register id and index for RESOURCE registers.
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9b7256c0 by Giovanni Mascellani at 2025-04-02T19:08:00+02:00
vkd3d-shader/ir: Validate register id and index for UAV registers.
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c181f147 by Giovanni Mascellani at 2025-04-02T19:08:50+02:00
vkd3d-shader/ir: Validate register id and index for SAMPLER registers.
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875c5df5 by Giovanni Mascellani at 2025-04-02T19:24:10+02:00
vkd3d-shader/ir: Validate register id and index for CONSTBUFFER registers.
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6 changed files:
- libs/vkd3d-shader/glsl.c
- libs/vkd3d-shader/ir.c
- libs/vkd3d-shader/msl.c
- libs/vkd3d-shader/spirv.c
- libs/vkd3d-shader/vkd3d_shader_main.c
- libs/vkd3d-shader/vkd3d_shader_private.h
View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/3e44bd4e5be10ce27d8800783cac…
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View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/3e44bd4e5be10ce27d8800783cac…
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Henri Verbeet pushed to branch master at wine / vkd3d
Commits:
b1d89154 by Shaun Ren at 2025-04-02T18:49:52+02:00
vkd3d-shader/hlsl: Divert written uniform derefs to temps before copy-propagation passes.
The following pixel shader currently triggers an infinite loop during
copy propagation, which is fixed by this commit:
sampler s;
Texture2D t1, t2;
float4 main() : sv_target
{
Texture2D t = t1;
t1 = t2;
t2 = t;
return t1.Sample(s, float2(0, 0)) + t2.Sample(s, float2(0, 0));
}
The infinite loop occurs because copy_propagation_transform_object_load()
replaces t1 in the resource_load(t1, ...) instruction
with t2, t1, t2, ... repeatedly.
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7aebed0e by Shaun Ren at 2025-04-02T18:49:52+02:00
vkd3d-shader/hlsl: Ensure that uniform objects are never written to in copy_propagation_transform_object_load().
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3e44bd4e by Shaun Ren at 2025-04-02T18:51:10+02:00
tests/hlsl: Add a test for copy-propagation of uniform texture object writes.
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2 changed files:
- libs/vkd3d-shader/hlsl_codegen.c
- tests/hlsl/hard-copy-prop.shader_test
View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/3ead8d532b76e1dd03d080d0e99a…
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View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/3ead8d532b76e1dd03d080d0e99a…
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Henri Verbeet pushed to branch master at wine / vkd3d
Commits:
b6ce1479 by Francisco Casas at 2025-04-02T18:06:18+02:00
tests/hlsl: Test vertex shader uniform indirect addressing.
Note that, for indexes with a decimal part, the behavior is different
depending on whether it is a temp load or a direct uniform load (which
can only happen on vertex shaders). The former rounds to the
closest-to-zero, while the latter rounds to the nearest even.
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2327f87e by Francisco Casas at 2025-04-02T18:06:48+02:00
tests/hlsl: Test SM1 vertex shader uniform allocation on indirect addressing.
Here, a vertex shader version of the previous test by Shaun is
introduced. Note that in this case the uniform allocates all 4 registers
instead of 3 because it is indirectly addressed.
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0e0ed726 by Francisco Casas at 2025-04-02T18:06:48+02:00
vkd3d-shader/d3dbc: Respect "idx_count" when writing registers.
Some SM1 src registers have idx_count = 0, in which case we have to
respect that instead of always reading reg->reg.idx[0].offset even when
it is invalid.
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fd02d69d by Francisco Casas at 2025-04-02T18:26:03+02:00
vkd3d-shader/hlsl: Implement indirect addressing for d3dbc target profiles.
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f65e6265 by Francisco Casas at 2025-04-02T18:27:16+02:00
vkd3d-shader/ir: Normalise MOVA and d3dbc indirect addressing.
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3ead8d53 by Francisco Casas at 2025-04-02T18:27:16+02:00
vkd3d-shader/hlsl: Allow non-constant deref propagation on SM1.
Note that we still have to preempt the propagation to SM1 pixel shader
uniforms. Otherwise this will turn the many constant derefs that appear
from the <index-val> copy generated in lower_index_loads() into a single
non-constant deref, causing it to allocate all the registers instead of
up until the last one used.
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5 changed files:
- libs/vkd3d-shader/d3dbc.c
- libs/vkd3d-shader/hlsl_codegen.c
- libs/vkd3d-shader/ir.c
- tests/hlsl/non-const-indexing.shader_test
- tests/hlsl/sm1-const-allocation.shader_test
View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/20b76f87bffa5fccb794118a63e3…
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View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/20b76f87bffa5fccb794118a63e3…
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Henri Verbeet pushed to branch master at wine / vkd3d
Commits:
227e2cc0 by Elizabeth Figura at 2025-04-02T17:58:18+02:00
vkd3d-shader/hlsl: Use vsir_*_from_hlsl_node() helpers in more places.
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856f4b55 by Elizabeth Figura at 2025-04-02T17:58:26+02:00
vkd3d-shader/hlsl: Set the correct index count for sm1 DEPTHOUT.
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950f7804 by Elizabeth Figura at 2025-04-02T17:58:26+02:00
vkd3d-shader/hlsl: Initialize the vsir dimension for sm1.
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7cb5a7be by Elizabeth Figura at 2025-04-02T17:58:26+02:00
vkd3d-shader/hlsl: Leave the swizzle zero for VSIR_DIMENSION_NONE registers.
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20b76f87 by Elizabeth Figura at 2025-04-02T17:58:26+02:00
vkd3d-shader/hlsl: Initialize the temp count for sm1.
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1 changed file:
- libs/vkd3d-shader/hlsl_codegen.c
View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/110edf32d0b2a2f0a49cdd76c977…
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Alexandre Julliard pushed to branch master at wine / wine
Commits:
0f6d9bed by Rémi Bernon at 2025-04-01T22:36:07+02:00
winemac: Use the default wglGetPixelFormatAttribivARB implementation.
Populate all the ARB related fields of advertised pixel formats, so that
the default implementation of wglGetPixelFormatAttribivARB (in opengl32)
will be used to get the pixel format attributes.
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2d528801 by Rémi Bernon at 2025-04-01T22:36:07+02:00
winemac: Remove the driver wglChoosePixelFormatARB implementation.
The driver uses the default implementation provided by opengl32.dll.
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1 changed file:
- dlls/winemac.drv/opengl.c
View it on GitLab: https://gitlab.winehq.org/wine/wine/-/compare/ed27d411a361776267f0c316fd2a2…
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